Paladin
Base Class: Paladin

The Oath of Parsimony calls to paladins who seek power for themselves or their deity. These paladins always put their own needs before anyone else's, sometimes at the retribution of the order or the deity. To serve others can often serve oneself. These paladins are the most likely to become Oathbreakers, as they often balk when their god asks something difficult or immensely dangerous of them.

Most of these paladins champion gods such as Bane or Orcus, beings with such power that they feel like they can gain the most from. The Undying King, Vecna, with his greed for knowledge and love of secrets is particularly fond of these paladins, blessing them with boundless curiosity and cunning. That is not to say that these paladins only serve evil gods; one may serve Corellon or Tymora, but ultimately be using that devotion to serve themselves.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

OATH OF PARSIMONY SPELLS

Paladin Level

Spells

3rd

Disguise Self, Command

5th

Enthrall, Suggestion 

9th

Bestow Curse, Vampiric Touch

13th

Phantasmal Killer, Blight

17th

Dominate Person, Scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Knowledge of the ages. You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Read thoughts. You can use your Channel Divinity to read a creature’s thoughts. You gain one use of the Detect Thoughts spell per use of Channel Divinity.

Aura of Selfishness

Starting at 7th level, the paladin, as well any allies within 10 feet of the paladin, gain a bonus to skill checks made in order to steal or gain knowledge by force equal to the paladin’s Charisma modifier (minimum of 1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Brutal Blockade

At 15th level your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. When you are struck with a melee attack, you can use your reaction to bring up your weapon and block the attack. The target must make a Dexterity Saving Throw of 8 + your Strength modifier. On a failed save, you may choose to make an attack of opportunity against them or choose to learn one of the following: the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities. You may use this action twice per short rest or long rest.

Avaricious Adversary

At 20th level, you gain the ability to make nearly every creature's focus be entirely on you. As an action, you magically hone your will and focus all creatures' attention on you, gaining the following benefits for 1 minute:

  • Resistance to all damage.
  • Your critical hit range expands to include rolls of 18. When you hit with a critical you can cast Dominate Monster.
  • A 10-foot-radius sphere of crushing force forms around you and tugs at the creatures there. Each creature in the sphere must make a Strength saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward you, ending in an unoccupied space as close to you as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.

Once you use this feature, you can’t use it again until you finish a long rest.

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